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Super Homer

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Everything posted by Super Homer

  1. Reconstruction has a +Toxic Res buff that can be enhanced. All powers that can be slotted for resistance ignore buffs and set bonuses because if they dont, Build Up and other damage buffs make the resistance stronger.
  2. Check out Psi Blast for Corruptors and Defenders. The attacks have 100ft range instead of 80ft. The snipes 175 instead of 150. The blaster version is messed up and they should fix that.
  3. Did we read the same thing, or did you run things by google translate? They didn't say it was psi's primary ranged nature, they said it was psi secondary effect. Go look at Defender's Psi Blast. Attacks are 100ft instead of 80ft.
  4. But it makes it safer to enter melee range, when available. Some players my skip them, but almost all characters have access to powers that can be used in melee range.
  5. Historically, powers have changed, even with the cottage rule in place. When that happens, though, everyone tends to get free respects. It should be expected that any game of this kind with active development will force players to respec every so often, when patches hit. If a power gets changed like this, I think devs should ask themselves: what is most desired by someone that took Power X (in this case, Force of Thunder) Did most players take it because it was a Knockback power? Or did most players take it because it was a sustain? It's just my guess, but I would think most players took it for sustain. So, let everyone keep the new sustain on its place, and give free respecs. I forget the powers, but Defender's Time Manipulation has powers that will grant allies the Accelerated effect. The same with Delayed, Time Manipulation defenders can apply Delayed via some of their debuffs.
  6. But a lot of people are saying they would take a nerf to the power for more range. Why not dedicate more slotting for range instead of damage or duration?
  7. 50 feet is far from walking to them and popping an arrow on their heads. Plus, there are range enhancements.
  8. I might be missing something here, so cope with me: Total Focus basically has to be used as a gate-keeper for top performance (love it or hate it, i can understand that part) Recharges, base, 20s Energy transfer now recharges in 10s Energy Combo/focus/whatever lasts 15s So... there seems to be plenty of room to do things like TF > Energy Punch > Whirling Hands > Energy Transfer > Taunt > Whatever My point, I guess, is so long as you dont use a spender before Energy Transfer, you can have plenty of chains that dont necessary move from Total Focus to Energy Transfer directly. Energy Transfer and Total Focus recharge difference opens up room for squeezing in attacks in a different order, you dont need ET to start recharging ASAP because, by default, it recharges twice as fast, but you still wont want to use it before your next Total Focus. In fact, starts to sound to me that I might want other powers to start recharging even sooner, so maybe holding onto that Focus for an attack or two might even be ideal!
  9. Sets with no combo (or any kind of mechanical) gimmicks: Weapons: Battle Axe Broad Sword Claws Katana War Mace No Weapons: Dark Melee Electrical Melee Fiery Melee Ice Melee Kinetic Melee (? its just a weird build up...) Martial Arts Spines Stone Melee Super Strength Sets with some combo gimmick Dual Blades Energy Melee Savage Melee Staff Fighting Street Justice Sets with misc, no combo based, gimmicks: Psionic Melee Radiation Melee Titan Weapons If you go that far to define "special mechanics", then Energy Transfer always had a mechanic in using your HP as a source of breaking the damage rules.
  10. So... nerf procs so they stop ignoring AT modifiers?
  11. I personally dont care what happens with AVs on AE because if I'm soloing with my concept builds, I am NOT turning AVs on. I also dont care about slightly lower rewards while doing AE arcs for the story. If I cared for the reward, I would be running a farm instead. It's not like difficulty has ever stopped me from enjoying a Vs Arachnos arc.
  12. Game is too easy? Fix: go afk and play something else while people do the boring stuff!! Or paly one handed, or use your toes! Make your own challenge out of the fact that these things are terribly balanced!!! ALL level 50 is, for all purposes, incarnate content, because people can bring that stuff to any mission even if its not a "incarnate content." Devs: honestly, just increase enemy HP, at least make level 50 content at +1 or higher actually hard to play through! Its absurd that if I want a real challenge in this game the answer is to start a new character and play from level 1, and abandon it at level 45.
  13. Honestly: incarnate powers royally messed up the game. An RPG should give players a feeling of progression, this power giving us the power to complete things that could not be completed before. Content should raise up to that power increase, else there is no point. This worked fine as players leveled up, did more damage, got more powers, and enemy HP increased on a faster curve than player base damage (to make up for more offensive tools in player hands.) But as soon as we get incarnate powers, all that goes out the window because enemies can no longer scale properly. I know making new content is hard, but the game would be at a way better place if incarnate levels were just levels. Alpha = lvl 52 Hybrid = lvl 54 Interface = lvl 56 Destiny = lvl 58 Judgement = lvl 60 Lore = lvl 62 Yes, I know that's not the current acquisition order, just the order I feel reflects progression best. This lets normal sidekick rules naturally restrict leveling, and make level 60+ content actually have so much HP you NEED everyone in the party to have judgement.
  14. Why not just get the numbers from the game? They are all in the character creator.
  15. I honestly would start from that point, and consider the sets both powers live in. I dont think Storm is an extremely awesome set, although it can be very fun. Cold Domination is bonkers strong, though, despite frostwork being underwhelming. I would actually nerf Sleet on non-defenders, and buff Freezing Rain on Defenders. Maybe -40%/-30% freezing rain for defenders/others, -30%/-22.5% sleet for defenders/others.
  16. Is it now? Tar Patch has a 45 second duration, and a 90 second cooldown. It has a 50% uptime, perma with 3 SOs and easily stackable with any additional recharge. In a hypothetical global recharge cap scenario, it recharges in 18 seconds. In theory you can have 3 tar patches 50% of the time with that cooldown (ignoring cast time at the moment for simplicity) Freezing Rain is 15 second duration, and a 60 second cooldown. It has a 25% uptime, and cant be made perma without an additional 205% global recharge (or buffs.) In a Hypothetical global recharge cap, it still recharges in 12s, meaning the most overlap you can ever get is 3 seconds (again, ignoring cast time at the moment) Tar Patch is NOT weaker than Sleet or Freezing Rain (would not blame you thinking so at first, though, I also thought Sleet was just a copy of Tar Patch.)
  17. Dont remember the numbers right now, but yes, it had better damage per activation time than gloom, on a blaster anyways.
  18. It had the potential to do this, but it had, I think, a 5% chance for 5% heal. Today it has like, a 50% chance to go off, on sleeps that can hit up to 16 targets. My math might suck but, if you hit half those 16 today you get like a 40% heal? Before, the way it was designed, with 5% chance, in average you would get a 4% heal if you always used it with 16 foes in range. Sure, it was fun to get it trigger on more foes, but the chances were ridiculously low. My guess is they dealing with these heal procs simply because they just introduced a new heal proc, pointing a huge neon pink spotlight at all heal procs.
  19. It was better than quite a few T2s, maybe better than all blaster T2s. I should never feel that sticking to my chosen primary/secondary forces me into a gimped build! I would argue its still too good. Its bad enough that not taking Hasten will always make me feel I'm underperforming, we dont need more "need to take" pool powers.
  20. In one hand: the initial version of toxic dart could do some nice damage and would had replaced almost all my blast t1/t2s. On the other hand: the initial version of toxic dart was so good I would had felt FORCED to replace my t1/t2 blasts with it and shoe-horn it into all my builds. Hell, maybe the same on tankers or brutes, since now they can use ranged attacks. Pool powers should have great utility, not be so good you feel they need to replace your most basic primary/secondary set attack powers. Perfect example of a not-so-good attack with good utility: Air Superiority.
  21. My memory from back in the day is that at launch Defenders and Controllers had the same (or very close) modifiers. Same was true for Tankers and Scrappers. This made both, defenders and tankers feel worthless, so they nerfed most modifiers for Controllers and Scrappers to be 75% as strong as the Defender equivalents. I dare bet money that a lot of the pseudopets that were "left alone" was not due to it being intended, but because it was a pain to hunt them down and update them. Pets dont have player mods, the only way they make them work is by manually changing every scale arbitrarily until they match the summoning AT. Not only is that very likely ridiculously tedious, its extremely error prone.
  22. I always thought it was damned obvious that Sleet was a quick copy and paste from Tar Patch. There was a LOT of rushed copy and paste when CoV came out. I dont know others, though, but I feel tar patch is still extremely powerful at its reduced level, and it was always weird that it was as strong on a mastermind as it was on a defender. As much as I agree with the reduction in healing, I also think the accuracy should go up! Hell I would take a further healing reduction in exchange for more accuracy! Make it auto-hit and reduce it to Emp levels, I just hate missing when its a live-or-die moment!
  23. They also nerfed Poison on the same issue, though. No one would claim Poison deserved a nerf. I dont think Fade was singled out, but nor do I see anyone complaining Poison heals now are going to be weaker, maybe that's not convenient?
  24. It was a joke reference to another game: https://everquest.allakhazam.com/db/spell.html?spell=355 Necromancy in this game does not get a power called Engulfing Darkness. That aside, I dont think the cottage rule would allow for such a drastic change. The power would still have to hold some resemblance to what it is today (a frear with tohit debuff.)
  25. Not sure. I guess it could be anything, weaker AoE fear/-tohit, or just fear/-tohit the main target, do damage to all targets. Side benefit of adding AoE damage there: stalkers don't miss out.
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